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  #1  
Old March 25th, 2006, 01:29 AM
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Default New Mod: Battlemages

The purpose of this mod was to add a handfull of interesting and usefull, primarily artillery, human pretenders to the game.

Originally I had a different selection, but some of them did not make the cut and others did.

added are:

the puppetmaster
the bloodhound
the wind dancer
the ember mage
the reaper
the geomancer

save for the bloodhound, each has a unique ranged ability, most with limited ammo, that can be used twice per battle round.

You will notice differences between the first 3 and last 3, in the art, the first 3 where drawn by hand, the last three where adapted from photographs (hence the difference in quality) also the first 3 have familiars, the last three do not because their powers are "slaying" effects, and I thought giving them added functionality in melee wasn't necessary (and adapting photographs for familiars was kind of hard.)

take a look at it, tell me what you think
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  #2  
Old March 25th, 2006, 05:31 AM
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Default Re: New Mod: Archmages

You know, I once a made a mod with the exactly same name, and you can even find it somewhere here.

But ah, I don't mind.
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  #3  
Old March 25th, 2006, 05:48 AM
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Default Re: New Mod: Archmages

The archive has two files. They share the name, so only one can exist at the \mods directory. It should probably be the newer one.

EDIT:
I looked through the .dm file. I'd tone down some of the abilities, like Wind Dancers defence. 19 is awesome base stat; 15 should do. Remember how the Vampire Queen was supposed to be just another chassis for cheap magic paths?

Not a bad mod. I didn't like the Bloodhound's description, though; a rapid dog is not that good a gift. The rapid beast should be what has become of his familiar after he received his infernal powers.
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  #4  
Old March 25th, 2006, 06:03 AM
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Default Re: New Mod: Archmages

naw, the VQ thing was before my time.

I can change the name pretty easily, I had no idea there was already an arhmages mod.
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Old March 25th, 2006, 06:09 AM
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Default Re: New Mod: Archmages

Quote:
Wish_For_Blood_Slaves said:I can change the name pretty easily, I had no idea there was already an arhmages mod.
Well, there is (proof here) but I don't mind.
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Old March 25th, 2006, 10:30 AM

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Default Re: New Mod: Archmages

my puppet master has an obsesion with running away after one round of firing
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  #7  
Old March 25th, 2006, 01:34 PM
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Default Re: New Mod: Archmages

it is because you are sending him alone, and the one thing he enslaves gets killed almost immediately
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  #8  
Old March 25th, 2006, 05:38 PM
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Default Re: New Mod: Archmages

How about "Battlemages" for a name? Very cool, Wish, keep it up
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Old March 25th, 2006, 08:17 PM
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Default Re: New Mod: Battlemages

good call, I'll rework it.

look at the ember mage, isn't that just the best adaptation of a belly dancer into a sorceress?

changed name of mod.
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Old March 26th, 2006, 09:02 AM

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Default Re: New Mod: Archmages

Quote:
Wish_For_Blood_Slaves said:
it is because you are sending him alone, and the one thing he enslaves gets killed almost immediately
but he enslaves loads of stuff, although that probably is it (i had him scripted to quickness, body ethereal, luck and then fire archers. he got buffed while enemy infantry advanced then he got a load of archers who shot the other guys in the back )
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